Bid exactly the number of tricks you will take. Not one more, not one fewer.
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Sixty cards: the four suits of thirteen, four Wizards and four Jesters. Round one deals one card each, round two two, and so on. The next card is turned for trump; a Jester turned means no trump, and a Wizard turned means the dealer picks the suit. In the last round of the full game no card is left to turn, so there is no trump.
Bid. Everybody says how many tricks they will take this round, starting left of the dealer. The aim is to be exactly right.
Play. Follow the suit that was led if you can; if you can’t, play anything. A Wizard or a Jester may be played at any time, even when you could follow. The first Wizard in a trick takes it; otherwise the highest trump, otherwise the highest card of the suit led. A Jester never takes a trick (unless every card in it is a Jester, when the first one does), and a Jester led leaves the suit open for the next card. Whoever takes a trick leads the next.
Score. Right on your bid: 20, plus 10 for every trick taken. Wrong: minus 10 for every trick you were off, over or under. The short game is seven rounds; the full game runs until the deck is dealt out. Highest total wins.